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StanTheMan

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About StanTheMan

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    Junior Member

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  • Location
    Hungary

Converted

  • RPG Biography
    Lots of everything, from Traveller to Elfquest to Elric to Dogs in the Vineyard. I've tried a lot of games.
  • Current games
    GURPS, Burning Wheel, Fate, BRP
  • Location
    Hungary
  • Blurb
    A guy living in Hungary.

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  1. Recently started a campaign set in Dragon Pass for Blorantha newbies. We started with a small, isolated Orlanthi clan situated near Clearwine, that hates Lunars but is iffy on the tribes nearby. I started the game in HQG but found the rule set not crunchy enough and hard to GM; had an internal debate about switching to RQG (which I got recently), but have opted for Mythras instead, which We will play the first time next weekend. My only issue is, how to start: we are picking up where we left off in the campaign, but I mean, do I start with a quick combat scene, or some other scene (just to give them a chance to roll some dice and see how some things work).
  2. Thanks for the caution! I was planning to at least print up some Effects list and like that; this group handled Burning Wheel combat matrix (and the one for Burning Empires!). so I'm not actually too worried on that score. Just the first few sessions will be awkward, as always.
  3. As it says above, my group has decided to go for Glorantha, and I ran two sessions in Heroquest, decided it wasn’t crunchy enough, and thought I might run it in RQG. Looking at RQG, weirdly, I sort of felt Mythras might be easier and more “straightforward”, including in combat. IS it smoother in combat? Also, I feel like maybe the Shaman rules are a bit tighter in Mythras compared to RQG. Indeed, the main thing I like rules wise in RQG is the direct tie to the runes - otherwise, yeah, I’m not sure. Mind, I don’t have RQ6, but Mythras - are they different at all? Is RQ6 more Glorantha than Mythras? Also, I’d be teaching the game to experienced gamers, but still, first time with d100. Is it easier to teach than RQG?
  4. What I mean is, at least, if I don’t run things in a way that there are “large bits of time passing that include activities that must be done” then I’ve found players will micromanage every second, ludicrously having, say, no leisure time or time wasted or anything. Having a one adventure per season implied structure solves that neatly.
  5. Which I totally agree with. Otherwise, players WILL micromanage every second of every day, and the campaign will crawl towards nothing. But if we've got a fixed campaign moving forward calendar, that works perfectly.
  6. Everyone, thanks very much for ideas and advice. Talked to my group as well about it, and they wanted the Adventurig Chief! They want to deal with the political ramifications of such. So...that’s where we’re headed.
  7. So, I have a situation in my game where one of the PCs has become the clan chief (totally player instigated). Anyway, as it happens, there are things to do in the world, and the PCs are set in traveling about to go do it. Thus the question - is it “okay” for the clan chief to run around adventuring? RQG seems to imply a structure of “one adventure per season”, which is what we’ll fit. So, would an Orlanthi clan accept the chief gallivanting around part of each season, returning, and then going out again next season? Is there an expectation (because of connected to the clan spirits or whatever) that they hang around more or less all the time to govern? Or what? Because my players definitely want to gallavant around, but this chiefdom thing was a big deal in game. Folks?
  8. On page 257 of RQG there are the list of Spirit Magic spells. Listed there is the spell name, the magic points, and cost. What is cost? A one time fee for the fetish’s for the spell? A cost you must pay (for materials) every time you cast the spell? Or what? I can’t seem to find a reference for what it is in the Magic chapter or anywhere else. Or I’ve just super missed it (which means page references are appreciated!).
  9. This is all really great, thanks for this. Running it as scenes this way might do it. Though I'm wondering if, as the skill says, letting numbers and training/eliteness modify the role, or simply make it Difficult or what. Thanks!
  10. Eh? Soon to be published? When! That would be perfect...
  11. What I mean, obviously, is, as a GM, how do you run those times where your PCs are involved in a mass battle where there are hundreds or thousands and of people? I have a case where, in a session or two, my group will probably end up in the Battle of Auroch Hills. One PC is the chief of his clan, so he’ll definitely be leading his people in the fight. The two other PC was participate as sub leaders or magical support. How would you run that so it’s fun? I know in RQG we have the Battle skill; I guess the intention is PCs do things to Augment their roll, or Augment the General’s roll? How does it work really? I also know there’s the Ships and Shieldwalls supplement from Mythras; that’d work too, no? Thoughts folks? I want to run an intesting battle, not necessarily getting bogged down in detail, but enough detail so the players feel they matter to the outcome.
  12. Little explanation what I mean. Basically, I ran two sessions of HQG and the system got to me. Hand wavy in places I don’t like to wave my hands. Don’t want to dig too deep but I wanted something more “grounded”, as much as an RPG can be anyway, So, remade some characters today as an exercise (though my group might wish to remake their own; I’ve asked what they prefer). Think I get things, and I’m reading thing now (especially the Shaman rules, Rune Magic, and Combat). What do I need to look out for as a GM of RQG? What are some pitfalls? What are the weird “break points”? Keep in mind, I’ve run quite a bit of BRP in general, but not this specific iteration.
  13. Ah yes, adding points to overcome defensive magic. Forgot about that (and just read it like last night). So, my understanding is coming along and the boards are helping a lot. Thanks for that!
  14. As I've now figured out on a different thread on a different board: Essentially, MP is used for doing magical things (usually spells), including Rune Magic. Rune Points, however, are ONLY used for Rune Magic, and can only be replenished through Worship activities. To do Rune Magic, you need Rune Points. Without them, you can't do Rune Magic. Which means RPs are a limiter for Rune Magic, since it's harder to get them back. MP is a limiter too, but less of one, since it's easy (natural or quick) to get them back. Do I have it, finally?
  15. Ah, I see. So, MP isn't used for Rune Magic at all then? Only sacrificed POW (in the form of Rune Points)? So, only RPs for Rune Magic? If that's so, it solves everything! And makes sense with the intent of the rules (i.e., a devotee of a god/goddess must give up something to gain the god's ability/favor/whatever).
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